Questing about swapping/mixing animations.

Post » Sat May 28, 2011 5:15 pm

Alright, how easily could I take animations from one thing in Fallout 3 (A creature/NPC) and make another use them? What I am going for, is a 'robot' A similiar principle that they had with Liberty Prime, but what I was planning on doing, was having an NPC wearing some Power armor, and his scale set to maybe 2ish. Then I wanted to take all the movement animations from Liberty Prime and make him use those, so he walks all weird and like a robot, but he will have a minigun, so he needs to use that firing animation. (Instead of the giant forehead laserbeam one LP uses) So could I have him move like LP, but fire his weapon like a normal NPC? I want him to appear robotic, even though he is an NPC, so its like a giantic walking robotic suit of power armor. How easily could this be achieved? If it will be very hard to do, I will just plan someone else in its place. Thanks for any input.

Gunmaster95
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Kevin S
 
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Post » Sat May 28, 2011 5:53 am

I'm right with you in the desire to learn this!

Artisten wrote a very good tutorial on Animation in Blender in general, but I too plan on taking a monster (a death claw) and changing it into another monster by modifying the models, with the hopes of attaching liberty prime animations to it (essentially making Big robots about 1/3 the size of liberty prime).

Wish I could offer some input, but I'll definitely troubleshoot with you if we get some insights!

Miax
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natalie mccormick
 
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Post » Sat May 28, 2011 11:47 am

The closest I ever got to using a creature animation on a person was 'borrowing' the Spriggan attack and heal animations from Oblivion and putting them in FO3. Amazingly it worked just fine. Although it looked really out of place.
Oh also I've replaced my "jump" animation to a somersault and the "get up off the ground" animations to a martial art-style hand spring. They're really cool and work nicely :)

Even just to test, backup your Meshes\Characters\_male folder (the whole lot) and copy/paste the Prime animations you want to use into there - well, the same folders. I don't remember if they all go in the _male directory or even further in - renaming any if you have to, then try it in game.

In the GECK there's a section in the NPC window where it shows all the animations (maybe an animation tab, I really don't remember). If you set up your NPC I think you should be able to even have its animations point to the LP folder instead. Or you may need to make a custom race, have custom folders, copy/paste the animations in there then in the GECK point to those.

Just guessing as I've not done a big replacement, just a few files.

:shrug:
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Nick Jase Mason
 
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Post » Sat May 28, 2011 4:53 am

Well I tried extracting what I figured to be the Prime animation files into the appropriate folder, hoping to override the default Male locomotion ones. Even though alot had the same name, and to the game should have been 'the same file' I did not notice anyone walking different. Also the game was very glitchy... Anyway, it appears that this is indeed possible, I just have to tinker around and figure out where to put what. I hope I will not have to copy and rename the animations, as to cut down on the filesize of my mod, but will if its absolutely necissary.
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Chris Johnston
 
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Post » Sat May 28, 2011 2:34 pm

Hmmmm cool! Thanks MysticStar. :)

I'm gonna give this a try too tomorrow and see if I can get something moving like Liberty Prime - it seems our goals are very similar Gunmaster!

If I can't figure it out, what I know I Can do is take Liberty Prime himself and just start changing the model to see what I can produce. I also want to modify the Vertibird in a similar way.

I'll report back what I find, and what horrible creations I come up with. Time to play Dr. Frakenstein! :hubbahubba:

Cheers

Miax
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Sabrina garzotto
 
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Post » Sat May 28, 2011 6:05 pm

You need to copy them to the SpecialAnims folder of _male, then go to the Animation tab on your NPC and check them.
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Melanie Steinberg
 
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